Tagged 'vertex'

Average / Copy Border vertex Normals

By Marc Robert / Trebor777 (marc.robert@ubisoft.com)

Tool to fix seams between 2 objects by averaging or copying the normals from one another's borders.

The user needs to select the same number of edges/borders on both mesh before using the tool.

The tool will compute the closest vertices from each other and uses those normals.

Bake Verts Animation

Might work for one vertice, if not I'll put up another which works for just one as well.
There are probably already a dozen scripts like this up here, but this is one I wrote just to track a dummy to each vertice I specify. Lots of reasons to use it, track an object to some point cache animation etc.

Conform to Spline

This script allow you conform(snap) selected verticies to a spline

Connect Always

By default, Max has two separate commands for Connecting Edges and Connecting Vertices. You had to have two menus for both of them.With Connect Always, you just have to select the vertices/edges and hit "Connect Always"

Here is the code if you dont want to download:-

macroscript Connect_always
Category: "Butt tools" buttonText: "Connect Always"
(
$.EditablePoly.ConnectVertices ()
$.EditablePoly.ConnectEdges ()
)

The category and buttontext is needed if you want to put it in a menu or quad.

[CREDIT}

Copy 2 Vert



While i was modeling a cinema i needed a quick way to place instances of a seat all over the place so i wrote this little script.
It aligns Copys/Instances of an object to another objects vertexes, that way i only had to pull a few splines and was done with the seats.

As its only a small tool i dont plan to include it into my ToolSet but for its usefulness i thought others could use it too to save some time so i upload it here.

Editable Poly to ADD Edit Poly (vertex transformer)

(vertex) to ADD as Modifier (vertex position) for clone Object

EditVertexDirect

This is the replacement script of the standard script triggered from the "1" key. Yes, is goes to the vertex level for editing vertices. But makes this in more smart way. If you have a lot of modifiers above your base object typically after pressing the 1 key you get into editing the first sub-object level of the modifier. But we need editing vertices. Along with base objects it also picks the upper edit_poly or similar modifier. Version 0.4 seems to be polished enough.

Frodo's Magic Scripts Pack

NEW UPDATE TO v4.4 RELEASED!!

Hi,
this is a small package of my latest scripts, i hope you'll find them usefull.

Includes:
Camera lister - usefull for fast navigation and selection of scene cameras
Autobackup check - you'll never forget to turn autoback on
Speed meter - measures speed of selected object
Grider - slices object by grid
Center & Reset - resets xform and centers pivot
Aligh spline to Z - flattens spline in Z direction
Object ID - assigns random g-buffer ID to whole scene

Line Per Vertex

Creates lines out of an object's vertices.

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